Precompute Occlusion, how much performance bonus?

Post » Thu Jun 21, 2012 10:00 am

Much as the title of the post suggests, I'm trying to find ways of improving the performance of my outside worldspace, as I think it may be a bit heavy... Lots of waterfalls and mountains etc..

At the moment it's a CTD any time I pass through load doors from my custom dungeon to my worldspace, though cow command works fine, I can go into my custom dungeon from my worldspace and both work from load doors in Tamriel.

the only issue is interior dungeon to my exterior worldspace. I thought it could be nav mesh but it should be sorted as the green triangles are under the load doors when finalized and there are no errors found when checked in CK so I'm thinking it could be performance related?

Any thoughts?

PS the precompute occlusion process is taking an epic amount of time, so hoping it has a good payoff!
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Andrew Tarango
 
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Post » Thu Jun 21, 2012 9:46 am

if the precompute occlusion doesnt work out, the other workarounds people have been using are either the "purgatory trick" or converting to esm.

this is a problem that only happens on esp's (more specifically, when the navmesh is on the esp, as this is some type of navmesh related glitch). the esm route however, comes with its own hefty list of caveats


the "purgatory trick" is where you script your doors to send you to a purgatory cell (that contains nothing in it) and then directly into your worldspace (user will see 2 consecutive loadscreens). apparently this helps wipe out whatever memory problems are caused by transitioning from interior to worldspace.
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Mimi BC
 
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Post » Thu Jun 21, 2012 11:48 am

Thanks for that, I read that sending the player to an empty cell was one way of eliminating navmesh errors, does the empty cell need an X marker? also is there a cell the community prefers to dupe for this one?

Cheers for the help, the community here is really nice, hopefully I'll be able to give something back when I know a little more about the CK, still waiting on the precompute, looks like the old comp will be pulling an all nighter.

Thanks again
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Sherry Speakman
 
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Post » Thu Jun 21, 2012 10:54 pm

you can create a new cell from scratch by going to the World menu and Cells then right click in the cell window and create new.

you should drop an xmarkerheader in there somewhere (and maybe a collision box to stand on, although probably not necessary). you will need the xmarkerheader to specify where to go in the MoveTo function of the script. if you need help with the script it is super simple and i can help you with it
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Leonie Connor
 
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Post » Thu Jun 21, 2012 1:44 pm

Cheers for that, I should be able to get the script sorted, unfortunately the Ck looks like it will be out of action for today (still processing), though I hope to report back on the outcome of the occlusion pass, was Frapsed at about 30fps before the pass so fingers crossed this will sort it,

I'm going to try to sort the LOD out afterwards too, though from the numerous threads, this looks like a beast of an issue... CK allegedly tells me it successfully lodded the terrain, water and trees but I really need the mountains visible...
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Kortknee Bell
 
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